Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12146
  • Joined

  • Last visited

  • Days Won

    200

Everything posted by nbohr1more

  1. I think performance is nearly as good as it gets for these missions without mod updates. If all the custom AI scripting in NHAT 2/3 gets incorporated into the SDK then that might boost things a bit. Grayman's conjectured AI performance improvements would likely help here as well. If SEED is improved or more SEED assets are made then that would help too. (Someday, maybe I'll have enough free-time to try my "noDynamicInteractions" experiments on the some of the trees (etc)).
  2. I will look into uploading v1.05 to moddb. Right now the latest version there is v1.03. ...perhaps you can find another PC where you could use the official torrent? http://www.bloodgate.com/mirrors/tdm/pub/thedarkmod_1.05.torrent
  3. Looks terrific! I can't wait to see him in-game.
  4. Go for it before DDR3 prices fall and DDR2 becomes a legacy product (and thus very expensive). Which will be soon I'd say...
  5. That looks great PranQster! Welcome to the Upcoming Fan Missions club.
  6. It automatically cuts the map up per light volume. A lot of early Doom3world mappers reported major speed boosts with it but it makes your map HUGE because it cuts polys all over the place. If you have already split large surfaces with lots of lights with texture tricks or trim then you might not see any real boost but it would be interesting to compare... Man verses Machine thing.
  7. I will sure be interested in any changes you make to this one but I must admit that I've always liked the city section even as far back when it was a standalone before being merged with the cathedral. I will humbly request that you retain as many of the iconic visual features of the current city version as possible. Also (Since I've studied the topic), I am now dying to know how a "light carve" dmap of this one would perform (and how huge it would be)... dmap lightCarve stac16.map (if you are interested).
  8. I was thinking about the size issue there too... Though a Megatexture could be used for this (at great pain and inconvenience to it's creator )
  9. If I'm not mistaken, the scroll that Serpentine was trying to perform was supposed to move in discrete increments such that at each frame a different image appears mimicking the behavior of a film strip. So no scroll motion was supposed to be seen in his example either... it should have produced a succession of animation frames. scroll table32[ time*0.9 ] * 0.03125, 0 The problem that Serpentine appears to grappling with is the quality of what is inside each frame
  10. One problem, You need to move all the NHAT pk4's to their own directories. (or move them delete the NHAT directory, then past them individually into the FMS directory). Two: What mission is "Entertainment" ( "entrainement.pk4" ) I have never seen this in the listings... Link please? (This may also contain some problem overrides (etc...)) ~~~~~ Edit: Ah hah! That is an alt for Training Mission (which you already have installed) so that may be an older version that has old content (etc)... Remove entrainement. and along with fixing your NHAT install then update the thread with further symptoms \ errors if these problems persist...
  11. That calls for a screen in the "What are you working on" thread and a tentative title (so I can update the Upcoming Fan Missions wiki )
  12. Maybe this thread is related: http://forums.thedarkmod.com/topic/11470-tonights-project-catapult/
  13. The Great "Light Carve" challenge: 1) Optimize your map by manually splitting large surfaces to reduce light counts 2) Set some items to Func_Static and caulk (etc) 3) dmap and check your FPS 4) save a backup 5) Use a "light carve dmap": dmap lightCarve map_name.map 6) Note how much bigger the map compiles to 7) compare your FPS to step 3 Who can get closest to the FPS (or better) of lightCarve and keep their map small. Any takers?
  14. Added to the FAQ as a sub-heading under the supported Windows OS section... (There should probably be a whole Doom 3 trouble-shooting section of itself but I won't write it ...)
  15. That's odd... others with the Malloc errors needed to set those to: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" I have 2GB of RAM so I don't think this mission pushes the 32bit limit to run but it might push the limit for dmap? Alternate doom3.exe patch method that Bikerdude (and others have used): http://www.ntcore.com/4gb_patch.php
  16. For your resolution issue try adding: seta r_customHeight "900" seta r_customWidth "1600" seta r_fullscreen "1" seta r_aspectRatio "1" seta r_mode "-1" To your DoomConfig.cfg
  17. Yep. Biker really hounded Grayman about AI pathfinding when he reworked this one so many of the v1.05 fixes can be blamed on this one
  18. \m/ \m/ Pretty hardcore Melan... (So instead of the opportunity to rectify T3, Melan sees TDM as the chance for an alternate universe T2... )
  19. It attempts to split geometry per-light and per-portal such that areas that are not in view no longer add to the light count. This optimization is often turned-off so that visportals can be properly tested but is widely advised for players for performance reasons. I was surprised that is wasn't in my DoomConfig.cfg but I think it's enabled by default so perhaps my perception of boosted FPS is placebo... (I went from around 6FPS to 10FPS in one mission unless I'm crazy )...
  20. @id3839315 Do you have seta r_useScissor "1" listed in your DoomConfig.cfg ? If not, please add this and post whether performance improves...
  21. I'm surprised that other recent Eidos properties engines' aren't speculated about wrt T4: Kayne & Lynch 2 Modified "Glacier" engine from the Hitman series. Advertises dynamic light and interaction capabilities Just Cause 2 "Avalanche Engine 2.0" created by shader programmer extraordinaire "Humus" Though neither look any more mod-able than the current prospects...
  22. I'll go digging around... Though I would be curious to see how this would look for the Enhanced Ambient: { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 table32[ time*0.9 ] * 0.03125, 0 vertexParm 1 table32[ time*0.9 ] * 0.03125, 0 vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/temp/wavelong // Bump fragmentMap 2 textures/water_source/water_green // Diffuse fragmentMap 3 textures/water_source/vp_water // Specular ? }
  23. Keep at it Ocn! I wouldn't worry about the beauty of your architecture. While it's cool to have some organic dilapidation (ala Melan style cities) or ornate vaulting (etc), we live in boxy buildings and they provide a realistic backdrop. Just focus on your AI, story, and creative strengths and it'll turn-out great. Regarding Jesps with his winter themed mission: I have come to the conclusion that snow-filled missions feel more realistic in TDM because the real ambient light level produced by real snow reflection is akin to the brightened ambient that the player sees in the TDM shadows. The only thing that is off is that a Thief dressed in black would be visible for miles on a snowy moon-lit night. A white outfit would fix this but would then require a costume change once inside... It would be cool if a "costume equip" event could use the lightgem modifier cvar to such that when you enter an indoor area (info location) you are full-bright but then if you equip a black costume the lg modifier would return to normal behavior.
×
×
  • Create New...